

What Did We Do? Penetration Falloff and Shot Dispersion – Making Armour Matter The four individual goals above are thus aimed at achieving this objective. This is why we are looking for ways of making changes that will allow players to perform different roles in tough battles and feel strong emotions using various tactics. Our goal is to create gameplay where different tank types allow for distinct experiences. We realise that it is important to provide variety (in terms of gameplay) for our players. Create more varied gameplay by allowing different types of tanks to serve roles according to their strengths – so heavily armored, defensive tanks can close with the enemy and set the battle line, mobile flankers can circle their enemy to find vulnerability, scouts can effectively scout, etc.Rework SPG gameplay, moving away from having one-shot death machines that miss a lot and take forever to reload to gameplay that is more interesting to both SPG players and their opponents.Reduce the average distance of combat, favouring more intense close up battles and encouraging more dynamic gameplay over “pixel hunting” and “camping.”.Reduce the cost of players’ mistakes, giving them chance to survive and stay longer in battle.So for this first step – vehicle balance – we intended to accomplish the following goals: Your feedback will become the starting point of further development of the game.

First up is vehicle balance, followed by a new matchmaker, and then creation of new maps and improvement of existing ones. Over time, we intend to use the Sandbox to test many of our longer-term changes. There is no fast and easy solution to these issues they collectively require in-depth study to be fully and properly fixed. These issues came about as a result of a number of smaller changes that accumulated over a long time. We understand your major concerns regarding balance (this includes the matchmaker, interactions and relations of vehicle roles, problems with some maps, and so on). Our primary intent was - and still is - to address the most prominent and consistent feedback we have had from our players. In this report we will talk about the original goals of the features we tested, the assumptions that we checked, the results that we received, and what we intend to do next, having seen the results of testing. The Sandbox servers are currently offline, and we have been hard at work analysing player feedback and statistics that we collected during the test so that we can make changes for the next phase of Sandbox testing. As you know, we have completed the first phase of the Sandbox test.
